Quick answers to common questions about our water simulation plugins. Can't find what you're looking for? Ask on Discord!
All plugins are continuously updated to support the latest UE5.x release. We maintain compatibility with the current engine version as our primary focus. Previous engine versions remain functional but are not actively maintained due to significant engine-level changes between releases.
They are two editions of the same product built on a unified architecture. Pro (formerly NextGen) includes all wave modes (FFT, Spectral Gerstner, Gerstner), rivers, and breaking waves — ideal for AAA and cinematics. Lite (formerly Legacy) focuses on Gerstner waves for performance-friendly ocean and lake rendering — ideal for games targeting mid-range hardware. Both editions share the same codebase, receive synchronized updates, and are actively maintained.
Yes. Galidar Studio has been continuously developing and supporting Oceanology since 2019 — over 7 years of active development with hundreds of free updates shipped. Our products are actively maintained, regularly updated for the latest UE5 versions, and backed by a 6,000+ member Discord community with real-time support. Check our changelog and roadmap for the latest releases.
Yes. All plugins purchased through FAB include a full commercial license. You may ship games, simulations, and commercial products using our water systems without additional licensing fees.
All purchases are processed through the FAB Store by Epic Games. Refund eligibility is determined exclusively by Epic Games according to their refund policy. Galidar Studio does not process refunds directly. If you experience any issues, please contact our support team first — most problems can be resolved quickly. See our refund policy page for full details.
With our unified architecture, both Pro (NextGen) and Lite (Legacy) share the same codebase. Existing customers receive continuous updates for the product they purchased throughout its active development cycle, at no additional cost. Your one-time purchase covers all updates within the product edition you own.
Always refer to official sources for accurate information: this documentation site (galidar.com), our official FAB Store listings, and our Discord community. Third-party reviews, forum posts, or social media discussions may contain outdated information that does not reflect the current state of our products. When in doubt, ask in our official Discord before making a purchase decision.
Download from FAB, extract to your project's Plugins directory, and enable via the Plugins menu in Unreal Editor. Refer to our setup documentation for detailed integration instructions.
This is a known FAB Launcher cache issue. Try these steps in order: (1) Close the Epic Games Launcher, delete the webcache folder at C:\Users\YourUser\AppData\Local\EpicGamesLauncher\Saved\webcache, then reopen the Launcher. (2) In the Fab Library, click the dropdown arrow next to "Install to Engine" and verify the "Slot to add plugin to" matches your UE version. (3) If that fails, use "Create Project" from the dropdown to download the plugin into a new project, then copy the plugin folder into your own project's Plugins directory. See the Troubleshooting section in the setup docs for full details.
If the "Install to Engine" button is unresponsive: (1) Run the Epic Games Launcher as Administrator. (2) Check that you have enough disk space on the drive where Unreal Engine is installed. (3) Clear the Launcher cache (see the FAQ above). (4) As a last resort, use the dropdown arrow (▼) next to "Install to Engine" and select "Create Project" — then copy the plugin folder into your project's Plugins directory. If the issue persists, open a ticket on our Discord with your Order ID and a screenshot.
Verify the following: (1) Plugin is enabled in Project Settings, (2) Ocean actor is placed in your level, (3) Lumen or compatible global illumination is configured, (4) Post-process volume is present with appropriate settings.
Yes. Our buoyancy system fully supports both Blueprint and C++ physics actors. Attach the Buoyancy component and configure mass distribution, pontoon placement, and drag coefficients for realistic water interaction.
Oceanology supports one primary ocean per level for optimal performance. For projects requiring multiple water bodies, combine Oceanology (ocean) with Riverology (rivers, lakes) for seamless multi-body water environments.
Key optimization parameters include: tessellation distance, FFT resolution, LOD bias settings, and selective feature toggling (caustics, foam, subsurface scattering). Consult the performance documentation for hardware-specific recommendations.
Yes. Wave simulation is fully deterministic and synchronized across all clients. Buoyancy physics and swimming mechanics are designed for replicated actor support in networked environments.
Waves utilize a shared time seed ensuring all clients compute identical wave positions independently. This approach eliminates network bandwidth overhead for wave synchronization.
Submit a detailed report in #support on our Discord server. Include: plugin version, Unreal Engine version, reproduction steps, and relevant logs or screenshots.
Post feature requests in #feature-requests on Discord. We evaluate community suggestions regularly and prioritize based on technical feasibility and demand.
Standard support response time is 24-48 business hours (Monday through Friday). We do not provide support on weekends or public holidays. Priority support with expedited response is available to verified @EPIC GAMES members through our Linked Roles system.
Our community is here to help. Join Discord or check the documentation.